“Every prayer is a question. The goddess only answers the ones worth asking.”
— Chapel Wall, Othamas
Cleric Prayercasting
A closer look at what a Cleric can actually pray, circle by circle. For the class’s broader mechanics — hearts, the health cost of casting, daily limits, the sleep reset, and the goddess pledge — see the main Clerics article. This one’s just about the prayers themselves.
How to Pray
Type /pray <name> — tab-complete suggests only the prayers you actually know, rather than remembering exact spellings. Check what you currently know, your patron, and how many prayers you’ve got left today with /myprayers.
Remember: reaching a Circle doesn’t teach you everything in it, and from Circle 3 onward your rolls are also filtered by which goddess you’ve pledged to. The blurbs below are what’s possible to learn at each Circle — not guaranteed, and past Circle 3, not fully in your control either.
Bind and Unbind — Making a Wand
Two prayers sit outside the Circle system entirely: every Cleric knows Bind and Unbind from the moment they take up the class, and praying either never touches your daily budget — no Circle required, no casts spent.
/pray bind <prayername>, prayed while holding any item, turns that item into a wand for the prayer you named — right-click it from then on to cast that prayer instead of typing its trigger. A stick, a stray bone, whatever’s in your hand: if you know the prayer, you can bind it. /pray unbind clears whatever’s currently attached to the item in your hand, freeing it up to be bound to something else.
Binding doesn’t teach you anything new — you still need to actually know a prayer (via a Circle roll) before you can attach it to an item.
Circle 1 — Basic Support / Minor Afflictions
Heal — direct, immediate healing, and also cures a broken bone, bleeding, or dizziness if you’ve got one — a Cleric’s one-prayer answer to everything a Bandage treats. Works on yourself too —
/pray heal self— so you’re never stuck needing another Cleric around just to patch yourself up. The prayer every Cleric leans on first.Food — restores hunger on the spot. Small, unglamorous, and always useful.
Clarity — wraps you in a ward of stored vitality, a temporary shield against harm.
Blind — steals a target’s sight for a moment. A cheap way to buy an opening.
Haze — disorients a target, muddling their senses without putting them down outright.
Cripple — saps a target’s strength or speed. A soft, wearing debuff rather than a hard stop.
Circle 2 — Moderate Buffs / Damage
Prayer — blesses a target ally with steady regeneration, lifting them in whatever way the moment calls for.
Lifewalk — flowers bloom in your footsteps as you walk. Purely decorative, no restorative effect.
Armor — a temporary defensive ward, the difference between a hit that hurts and one that doesn’t.
Pain — direct offensive damage. Not every prayer is gentle.
Poison — a lingering toxin laid on a target, wearing them down over time.
Disarm — knocks the weapon clean out of a target’s hands. Sudden, and often decisive.
Circle 3 — Extended Benefits / Significant Damage
Gills — lets you breathe underwater as easily as air.
Haste — quickens a target’s hands, speeding up whatever they’re doing.
Reach — temporarily extends how far you can interact with and attack things.
Combust — sets a target alight. Simple, and it keeps burning after you’ve moved on.
Drainlife — tears vitality from a target and hands it straight back to you. Damage and healing in the same breath.
Confuse Monsters — turns nearby hostile mobs against each other instead of you.
Sober — clears your head at once, shaking off drink entirely.
Circle 4 — Sustained Protection / Crowd Control
Carpet — conjures a surface beneath you, turning empty air into somewhere you can stand.
Frostwalk — freezes water into solid ice with every step, letting you cross what would otherwise stop you cold.
Empower — strengthens yourself, making your own spells hit harder for a time. Self only — you can’t cast it on someone else.
Entomb — seals a target in solid block, boxing them in exactly when you need them stopped.
Levitate — lifts a target straight up off the ground.
Forcepush — an instant, sharp knockback.
Circle 5 — Strong Utility / Major Damage-Control
Lilywalk — cross water’s surface as if it were solid ground.
Invulnerability — a window of true immunity to harm. Rare, and worth saving for the moment you actually need it.
Invisibility — turns you invisible for as long as you can sustain it — one hit and it’s gone, so it’s for avoiding a fight, not surviving one.
Lightning — calls a bolt down on a target from above. Dramatic, and it hits like it looks.
Firenova — a burst of fire radiating out from you, catching everything nearby.
Geyser — launches you or your target skyward with sudden force.
Circle 6 — Powerful Effects
Forcebomb — an area-of-effect burst of raw force, catching everyone caught nearby.
Freeze — locks a target in place, cold and simple.
Minion — summons something to fight at your side. You’re no longer alone in a fight once this is up.
Sanctuary — floods the area around you with steady healing the instant you cast it, giving everyone caught in the burst regeneration for a while.
Circle 7 — Devastating
Explode — a genuine explosion centered on your target. The heaviest single-target damage a Cleric can call down.
Forcetoss — physically hurls your target bodily through the air.
Apotheosis — a Cleric’s capstone — a brief, powerful transformation into something well beyond your usual limits.
Soulrend — tears directly at what a target is, rather than just what they’re carrying. The last word in an argument, and rarely a gentle one.
Prayers by Goddess (Circle 3+)
Circles 1 and 2 roll from one shared pool — every Cleric has an equal shot at Heal, Blind, Prayer, Disarm, and the rest, pledged or not. Circle 3 changes that: once you choose a patron with /pledge, every prayer from Circle 3 onward has to belong to her domain, and no other. Here’s how that domain breaks down, goddess by goddess.
Voppe, Goddess of Life — healing and sustain; her prayers mend, protect, and empower.
Circle 3: Gills, Haste
Circle 4: Carpet, Frostwalk, Empower
Circle 5: Lilywalk, Invulnerability
Circle 6: Sanctuary
Circle 7: Apotheosis
Biille, Goddess of Death — decay and shadow; her prayers curse, drain, and afflict.
Circle 3: Combust, Drainlife
Circle 4: Entomb
Circle 5: Lightning
Circle 6: Minion
Circle 7: Soulrend
Krathk, Goddess of War — storm and battle; her prayers strike, hurl, and command the elements.
Circle 3: Reach, Confuse Monsters
Circle 4: Levitate, Forcepush
Circle 5: Invisibility, Firenova, Geyser
Circle 6: Forcebomb, Freeze
Circle 7: Explode, Forcetoss
SEE ALSO
